godot/modules/noise/noise_texture_2d.cpp

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/**************************************************************************/
/* noise_texture_2d.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#include "noise_texture_2d.h"
#include "noise.h"
NoiseTexture2D::NoiseTexture2D() {
noise = Ref<Noise>();
_queue_update();
}
NoiseTexture2D::~NoiseTexture2D() {
ERR_FAIL_NULL(RenderingServer::get_singleton());
if (texture.is_valid()) {
RS::get_singleton()->free(texture);
}
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if (noise_thread.is_started()) {
noise_thread.wait_to_finish();
}
}
void NoiseTexture2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("_update_texture"), &NoiseTexture2D::_update_texture);
ClassDB::bind_method(D_METHOD("_generate_texture"), &NoiseTexture2D::_generate_texture);
ClassDB::bind_method(D_METHOD("_thread_done", "image"), &NoiseTexture2D::_thread_done);
ClassDB::bind_method(D_METHOD("set_width", "width"), &NoiseTexture2D::set_width);
ClassDB::bind_method(D_METHOD("set_height", "height"), &NoiseTexture2D::set_height);
ClassDB::bind_method(D_METHOD("set_invert", "invert"), &NoiseTexture2D::set_invert);
ClassDB::bind_method(D_METHOD("get_invert"), &NoiseTexture2D::get_invert);
ClassDB::bind_method(D_METHOD("set_in_3d_space", "enable"), &NoiseTexture2D::set_in_3d_space);
ClassDB::bind_method(D_METHOD("is_in_3d_space"), &NoiseTexture2D::is_in_3d_space);
ClassDB::bind_method(D_METHOD("set_generate_mipmaps", "invert"), &NoiseTexture2D::set_generate_mipmaps);
ClassDB::bind_method(D_METHOD("is_generating_mipmaps"), &NoiseTexture2D::is_generating_mipmaps);
ClassDB::bind_method(D_METHOD("set_seamless", "seamless"), &NoiseTexture2D::set_seamless);
ClassDB::bind_method(D_METHOD("get_seamless"), &NoiseTexture2D::get_seamless);
ClassDB::bind_method(D_METHOD("set_seamless_blend_skirt", "seamless_blend_skirt"), &NoiseTexture2D::set_seamless_blend_skirt);
ClassDB::bind_method(D_METHOD("get_seamless_blend_skirt"), &NoiseTexture2D::get_seamless_blend_skirt);
ClassDB::bind_method(D_METHOD("set_as_normal_map", "as_normal_map"), &NoiseTexture2D::set_as_normal_map);
ClassDB::bind_method(D_METHOD("is_normal_map"), &NoiseTexture2D::is_normal_map);
ClassDB::bind_method(D_METHOD("set_bump_strength", "bump_strength"), &NoiseTexture2D::set_bump_strength);
ClassDB::bind_method(D_METHOD("get_bump_strength"), &NoiseTexture2D::get_bump_strength);
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ClassDB::bind_method(D_METHOD("set_normalize", "normalize"), &NoiseTexture2D::set_normalize);
ClassDB::bind_method(D_METHOD("is_normalized"), &NoiseTexture2D::is_normalized);
ClassDB::bind_method(D_METHOD("set_color_ramp", "gradient"), &NoiseTexture2D::set_color_ramp);
ClassDB::bind_method(D_METHOD("get_color_ramp"), &NoiseTexture2D::get_color_ramp);
ClassDB::bind_method(D_METHOD("set_noise", "noise"), &NoiseTexture2D::set_noise);
ClassDB::bind_method(D_METHOD("get_noise"), &NoiseTexture2D::get_noise);
ADD_PROPERTY(PropertyInfo(Variant::INT, "width", PROPERTY_HINT_RANGE, "1,2048,1,or_greater,suffix:px"), "set_width", "get_width");
ADD_PROPERTY(PropertyInfo(Variant::INT, "height", PROPERTY_HINT_RANGE, "1,2048,1,or_greater,suffix:px"), "set_height", "get_height");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "invert"), "set_invert", "get_invert");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "in_3d_space"), "set_in_3d_space", "is_in_3d_space");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "generate_mipmaps"), "set_generate_mipmaps", "is_generating_mipmaps");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "seamless"), "set_seamless", "get_seamless");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "seamless_blend_skirt", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_seamless_blend_skirt", "get_seamless_blend_skirt");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "as_normal_map"), "set_as_normal_map", "is_normal_map");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "bump_strength", PROPERTY_HINT_RANGE, "0,32,0.1,or_greater"), "set_bump_strength", "get_bump_strength");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "normalize"), "set_normalize", "is_normalized");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "color_ramp", PROPERTY_HINT_RESOURCE_TYPE, "Gradient"), "set_color_ramp", "get_color_ramp");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "noise", PROPERTY_HINT_RESOURCE_TYPE, "Noise"), "set_noise", "get_noise");
}
void NoiseTexture2D::_validate_property(PropertyInfo &p_property) const {
if (p_property.name == "bump_strength") {
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if (!as_normal_map) {
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
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}
}
if (p_property.name == "seamless_blend_skirt") {
if (!seamless) {
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
}
}
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}
void NoiseTexture2D::_set_texture_image(const Ref<Image> &p_image) {
image = p_image;
if (image.is_valid()) {
if (texture.is_valid()) {
RID new_texture = RS::get_singleton()->texture_2d_create(p_image);
RS::get_singleton()->texture_replace(texture, new_texture);
} else {
texture = RS::get_singleton()->texture_2d_create(p_image);
}
}
emit_changed();
}
void NoiseTexture2D::_thread_done(const Ref<Image> &p_image) {
_set_texture_image(p_image);
noise_thread.wait_to_finish();
if (regen_queued) {
noise_thread.start(_thread_function, this);
regen_queued = false;
}
}
void NoiseTexture2D::_thread_function(void *p_ud) {
NoiseTexture2D *tex = static_cast<NoiseTexture2D *>(p_ud);
tex->call_deferred(SNAME("_thread_done"), tex->_generate_texture());
}
void NoiseTexture2D::_queue_update() {
if (update_queued) {
return;
}
update_queued = true;
call_deferred(SNAME("_update_texture"));
}
Ref<Image> NoiseTexture2D::_generate_texture() {
// Prevent memdelete due to unref() on other thread.
Ref<Noise> ref_noise = noise;
if (ref_noise.is_null()) {
return Ref<Image>();
}
Ref<Image> new_image;
if (seamless) {
new_image = ref_noise->get_seamless_image(size.x, size.y, invert, in_3d_space, seamless_blend_skirt, normalize);
} else {
new_image = ref_noise->get_image(size.x, size.y, invert, in_3d_space, normalize);
}
if (color_ramp.is_valid()) {
new_image = _modulate_with_gradient(new_image, color_ramp);
}
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if (as_normal_map) {
new_image->bump_map_to_normal_map(bump_strength);
}
if (generate_mipmaps) {
new_image->generate_mipmaps();
}
return new_image;
}
Ref<Image> NoiseTexture2D::_modulate_with_gradient(Ref<Image> p_image, Ref<Gradient> p_gradient) {
int width = p_image->get_width();
int height = p_image->get_height();
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Ref<Image> new_image = Image::create_empty(width, height, false, Image::FORMAT_RGBA8);
for (int row = 0; row < height; row++) {
for (int col = 0; col < width; col++) {
Color pixel_color = p_image->get_pixel(col, row);
Color ramp_color = p_gradient->get_color_at_offset(pixel_color.get_luminance());
new_image->set_pixel(col, row, ramp_color);
}
}
return new_image;
}
void NoiseTexture2D::_update_texture() {
bool use_thread = true;
if (first_time) {
use_thread = false;
first_time = false;
}
if (use_thread) {
if (!noise_thread.is_started()) {
noise_thread.start(_thread_function, this);
regen_queued = false;
} else {
regen_queued = true;
}
} else {
Ref<Image> new_image = _generate_texture();
_set_texture_image(new_image);
}
update_queued = false;
}
void NoiseTexture2D::set_noise(Ref<Noise> p_noise) {
if (p_noise == noise) {
return;
}
if (noise.is_valid()) {
noise->disconnect_changed(callable_mp(this, &NoiseTexture2D::_queue_update));
}
noise = p_noise;
if (noise.is_valid()) {
noise->connect_changed(callable_mp(this, &NoiseTexture2D::_queue_update));
}
_queue_update();
}
Ref<Noise> NoiseTexture2D::get_noise() {
return noise;
}
void NoiseTexture2D::set_width(int p_width) {
ERR_FAIL_COND(p_width <= 0);
if (p_width == size.x) {
return;
}
size.x = p_width;
_queue_update();
}
void NoiseTexture2D::set_height(int p_height) {
ERR_FAIL_COND(p_height <= 0);
if (p_height == size.y) {
return;
}
size.y = p_height;
_queue_update();
}
void NoiseTexture2D::set_invert(bool p_invert) {
if (p_invert == invert) {
return;
}
invert = p_invert;
_queue_update();
}
bool NoiseTexture2D::get_invert() const {
return invert;
}
void NoiseTexture2D::set_in_3d_space(bool p_enable) {
if (p_enable == in_3d_space) {
return;
}
in_3d_space = p_enable;
_queue_update();
}
bool NoiseTexture2D::is_in_3d_space() const {
return in_3d_space;
}
void NoiseTexture2D::set_generate_mipmaps(bool p_enable) {
if (p_enable == generate_mipmaps) {
return;
}
generate_mipmaps = p_enable;
_queue_update();
}
bool NoiseTexture2D::is_generating_mipmaps() const {
return generate_mipmaps;
}
void NoiseTexture2D::set_seamless(bool p_seamless) {
if (p_seamless == seamless) {
return;
}
seamless = p_seamless;
_queue_update();
notify_property_list_changed();
}
bool NoiseTexture2D::get_seamless() {
return seamless;
}
void NoiseTexture2D::set_seamless_blend_skirt(real_t p_blend_skirt) {
ERR_FAIL_COND(p_blend_skirt < 0 || p_blend_skirt > 1);
if (p_blend_skirt == seamless_blend_skirt) {
return;
}
seamless_blend_skirt = p_blend_skirt;
_queue_update();
}
real_t NoiseTexture2D::get_seamless_blend_skirt() {
return seamless_blend_skirt;
}
void NoiseTexture2D::set_as_normal_map(bool p_as_normal_map) {
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if (p_as_normal_map == as_normal_map) {
return;
}
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as_normal_map = p_as_normal_map;
_queue_update();
notify_property_list_changed();
}
bool NoiseTexture2D::is_normal_map() {
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return as_normal_map;
}
void NoiseTexture2D::set_bump_strength(float p_bump_strength) {
if (p_bump_strength == bump_strength) {
return;
}
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bump_strength = p_bump_strength;
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if (as_normal_map) {
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_queue_update();
}
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}
float NoiseTexture2D::get_bump_strength() {
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return bump_strength;
}
void NoiseTexture2D::set_color_ramp(const Ref<Gradient> &p_gradient) {
if (p_gradient == color_ramp) {
return;
}
if (color_ramp.is_valid()) {
color_ramp->disconnect_changed(callable_mp(this, &NoiseTexture2D::_queue_update));
}
color_ramp = p_gradient;
if (color_ramp.is_valid()) {
color_ramp->connect_changed(callable_mp(this, &NoiseTexture2D::_queue_update));
}
_queue_update();
}
void NoiseTexture2D::set_normalize(bool p_normalize) {
if (normalize == p_normalize) {
return;
}
normalize = p_normalize;
_queue_update();
}
bool NoiseTexture2D::is_normalized() const {
return normalize;
}
Ref<Gradient> NoiseTexture2D::get_color_ramp() const {
return color_ramp;
}
int NoiseTexture2D::get_width() const {
return size.x;
}
int NoiseTexture2D::get_height() const {
return size.y;
}
RID NoiseTexture2D::get_rid() const {
if (!texture.is_valid()) {
texture = RS::get_singleton()->texture_2d_placeholder_create();
}
return texture;
}
Ref<Image> NoiseTexture2D::get_image() const {
return image;
}